RW Rogue States Manual

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TABLE OF CONTENTS

01
02
03
04
05
06

Briefing
System Requirements
Installation
Options
Game Screen Overview
Playing the Game
Resources
Ordering Units
Selecting Units
Unit Orders

3
5
6
7
8
12
12
16
19
21

07 Combat
08 Game Modes

25
31

Multiplayer

09
10
11
12
13

33

Units
Build Trees
Technical Support
Credits
Copyright

35
60
62
63
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BRIEFING
Virtual News Network, wire story ((BREAKING NEWS))-NATOs officials today confirmed that a secret weapons research
facility located in Reims, France was destroyed by unknown forces.
This confirmation is the latest in a recent wave of attacks that have
occurred in Europe, North America and Asia in which advanced
weapons facilities have been attacked by highly organized troops.
These attacks, which apparently focus on the capture of advanced
biological and chemical weapons, have resulted in over 1900 deaths
in the past 4 months.
Sources within the Pentagon suggest that the organization behind
these attacks is none other than the International Liberation Army,
which had previously been believed destroyed.
Conflict between the United States and the terrorist forces known as
the Independent Liberation Army (ILA) seemed to end after U.S. forces
won a series of decisive battles culminating in the destruction or
capture of all known ILA forces. However, recent information suggests
that the ILA General believed to have perished in Operation Sand
Strike may have survived with the assistance of unknown allies.
Rumors have intensified in the past week, as it appears that the ILA
may have found a sponsor among the nations known to be friendly to
extra-governmental organizations in the past, but the precise
relationship remains undetermined at this time.
Both NATO and the U.S. State Department refused to comment on this
allegation.

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SYSTEM REQUIREMENTS
Windows 95/98/Me/2000/XP
Pentium III 600 MHz (Recommended Pentium III
800 MHz or better)
128MB of RAM
3-D Graphics Accelerator Card with 16MB of RAM
compatible with DirectX 8.1 and higher
(Recommended 32MB RAM 3-D Graphics Accelerator Card)
Install requires 600MB on the Hard Disk
DirectX 8.1 or higher (included)
4X CD-ROM drive
Microsoft compatible mouse

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INSTALLATION
1. Insert the Real War: Rogue States CD-ROM into your CD-ROM drive.
2. An install menu will appear on your screen. Click the install option.
3. Follow the on-screen instructions.
Note: The installer will ask whether you have DirectX 8.1 or higher
installed. If you are not sure, install DirectX.
If the install screen does not appear, you may have Autorun disabled.
Do the following:
1. Double-click on the My Computer icon on your desktop.
2. Right-Click the CD-ROM drive with Real War: Rogue States ans
select Open.
3. Double-click on Setup.exe to launch the Start screen.
Rogue States requires GameSpy Arcade for multiplayer over the
Internet and will automatically install the required files. It will automatically check to see if you have already installed GameSpy Arcade,
and will install only if the version on the disk is newer than that on your
machine.
Do not change the default installation directory, as GameSpy may have
difficulty locating Rogue States.
If you need to reinstall GameSpy Arcade at any point, put your Rogue
States disk in the drive. Next, click on Start, then click Rogue
States, then choose Install GameSpy. Follow the instructions thereafter.
For questions about installing GameSpy please check the readme file
on your disc, or go to www.gamespy.com.

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GAME OPTIONS
Game options are available by choosing Config on the main menu, by
selecting Options from the pull-down Menu in-game, or by hitting C
during the game. This screen has the following options:

RESOLUTION
3D
ACCELERATION
3D SHADOWS
LIGHTS
TRAILS

SETS SCREEN RESOLUTION: 640X480,


800X600, 1024X768
TOGGLES 3D ACCELERATION ON AND OFFCANNOT BE CHANGED DURING A GAME.
TOGGLES 3D SHADOWS ON AND OFF.
TOGGLES LIGHTS ON AND OFF.
TOGGLES UNIT TRAILS (FOOTPRINTS,
TREADS, ETC.) ON AND OFF.
TOGGLES OCEAN WAVES ON AND OFF.
TOGGLES FOG OF WAR ON AND OFF.
USE SLIDER TO SET MUSIC VOLUME.
USE SLIDER TO SET SOUND F/X VOLUME.
USE SLIDER TO SET VOICE-OVER VOLUME.
CONFIGURE MOUSE BUTTON OPTIONS

OCEAN WAVES
FOG OF WAR
MUSIC
SOUND F/X
VOICE-OVERS
MOUSE
BUTTONS
Hit Apply to make changes.

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GAME SCREEN OVERVIEW


The following illustration shows important elements in the Game
Screen:

Resources
The top middle and right of the screen lists available amounts of
Supplies and Power. These resources are discussed in the next section
of this manual.

Mini-map
The mini-map shows the entire region available in each mission. The
general terrain is always visible on the mini-map (but not in the main
game window), but unexplored territories are covered with a fog of war,
and enemy units and buildings are not available until you explore using
your own units. In single-player, your units are always blue, whether you
play as the US or the ILA, and the enemy is always red. In multiplayer,
you will be assigned one of four colors.
The mini-map also helps identify and move your units. A blinking cursor
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represents a selected unit. Move any selected unit or group by leftclicking a location within the mini-map. Note that a red x cursor on the
mini-map indicates that your selected units will not be able to go to the
selected location.
The mini-map may be relocated by holding ALT and right-clicking the
map while dragging the mouse.

Menu
The menu button in the upper left corner of the game screen can be
used to access the following functions, as seen below:

Quit
Use the button to quit the current mission. Confirm your choice to quit
back to the main screen.

Load/Save
Choose Load/Save to go to the game Load/Save screen, shown below.

Save your current game by clicking on the Empty Save File label in
the main window, typing a new name, and pressing Enter. To load a
saved game, highlight the desired game and hit Load Game. Replace
old saved games by selecting the old games name in the main window,
clicking Save, clicking Yes, and pressing Enter.
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Options
Go to the Game Options menu discussed previously.

Help?
Provides an overview of various game functions.

Exit
Click to return to Windows.

Heads-Up Display
Rogue States refines the original Real War heads-up display (HUD).
There are now separate US and ILA HUDs, but both function similarly,
as shown below:

The HUD is divided into two parts. The right side is divided into Land,
Sea, Air, Spec and Builds. Each tab refers to a different part of your
force, with Spec referring to Special Forces and Builds referring to
buildings. Use this area to access units and buildings without moving
in the main game screen. To do so, left-click on the relevant tab, and
then left-click the desired icon. Note that simply placing the mouse
over an icon without clicking shows that icons name (including enemy
units).
The right side also changes when an individual unit is selected. This is
discussed later, in the Unit Orders section of Playing the Game.
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After selecting a unit or building, the left side of the HUD will display
relevant information- either a picture of the unit or building with a brief
description, or pictures of units, buildings or missiles which the
selected unit or building can construct. Note that early in a game there
may be blank spots in the left side of the HUD. These spots, which have
a globe icon, indicate that a unit or building will be available, but that
certain required buildings or upgrades have not yet been constructed.

The globe icons will also appear when certain maximum unit numbers
have been reached, such as the construction of 1 Carpet Bomber.
The HUD also contains a ZOOM slider. This slider is located on the upper
right of the left side of the HUD and can be used to zoom the camera,
as can a mouse wheel. Note that Rogue States allows players to zoom
out further than in Real War.
Finally, note the toggles on the HUD. The upper left toggle minimizes
the entire HUD, while the toggle next to the zoom lever makes the minimap appear and disappear. Finally, the third toggle, next to the build
tab, is used to toggle the Target menu. This menu is discussed in the
Combat section of this manual on page 26.

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PLAYING THE GAME


Rogue States is a real-time strategy game, and players new to this
type of game should read the following section and complete the tutorial missions. Fans of the original Real War (which, wouldnt you know,
is still available at stores or at the www.real-war.com website) may
also want to review changes made in this game..

Resources
Rogue States requires players to gather resources and construct buildings and units. These resources are represented numerically on the top
middle (supplies) and top right (power) of the game interface. Each
buildable item has an associated supply cost, which is given numerically on the left side of the HUD. Each building also uses power, and a
players overall power situation is represented by the power bar.

Supply Depots
Rogue States continues the realistic resource model begun in Real
War. Players build supply depots, which are then served by non-combat
units from off-screen locations. Supply depots are built from command
centers and certain other buildings, and are very important strategicallytargeting enemy supply depots is a common strategy, particularly since destroying a supply depot removes a substantial part of an
enemys total supplies.
Remember to build all available supply depots early in a game, and
make sure to upgrade these depots as soon as possible.

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Neutral Supply Stations


Most maps include neutral supply stations, which are shown below:

These neutral stations improve the rate of resupply for whoever controls
them, which can be tactically significant. There is even a
skirmish/multiplayer mode where there is no other source of supply. To
control neutral stations, simply place any unit nearby. So long as that
unit does not die, your rate of resupply will improve.

Power Generators
Power is required to construct new units and buildings, and insufficient power dramatically lengthens the time necessary to build
anything. The power meter in the upper right corner of the game interface shows how much power is available. If the meter is red, there is
insufficient power.
Power generators can be constructed from many buildings. Also, some
units have the ability to specifically target generators, so make sure to
protect these generators from enemy attacks.

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Constructing Buildings
Construct buildings by left-clicking on the appropriate building, which
is the Headquarters in the screenshot below.

The left side of the HUD shows 4 buildings which can be constructed
from the Headquarters. The Land Command Center is highlighted in
the shot above.
Constructing this building costs 100 supplies, and only 2 such buildings can be constructed by this headquarters.
Left-click the icon, and move your cursor into the main screen. You
should see a translucent land command center, which is either green or
red, along with a blinking Select Location! message. Left-click when
the building turns green, and construction will begin.
Left-click the Land Command Center, which changes the HUD display.
The Land Command Center is now displayed on the right side, and 4
new buildings appear on the left, including Supply Depots and Power
Generators.
Tip: Construct multiple buildings at once by holding SHIFT while
placing buildings.

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Buildings under construction are translucent, and have a circular icon


which moves from blue to gold as construction is finished.

Upgrading Buildings
Building upgrades require the construction of other buildings before
becoming available at the original structure. Available upgrades
appear on the left side of the HUD display and replace the globe icons.

Left-click a desired upgrade, and the upgrade will automatically begin


building in the appropriate location. Note that some structures, such
as Landing Fields, have more than one upgrade.
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Repairing Buildings and Vehicles


Repair buildings and vehicles by using the Combat Engineer Center.
Construct this building from the Headquarters, and use the repair
button on the left side of the HUD. Your cursor will change to a hammer
icon, and can be used to repair damaged buildings when it turns green.
U is the repair hotkey, and holding this key will convert the cursor into
a wrench if a combat engineer center has been built.

Reinforcements, Walls and Bridges


The Combat Engineer Center also builds defensive structures, such
as walls of Sandbags and Defensive Bunkers, which protect a base.
There are also advanced weapons which are new to the Real War,
series including Fixed Ground-to-Air emplacements, Remote Turrets,
and other special weapons.
It is also possible to build bridges, either to replace destroyed bridges
which were originally part of a particular game, or to make a new
crossing.
Note: Rogue States has dramatically improved base defense, and the
Combat Engineer Center is the source of all base-protection goodness.

Ordering Units
Units are ordered in the same manner that buildings are constructed.
Some units can also produce other units (like the Carriers). Buildings
which can construct units will show buildable units on the left side of
the HUD. There are several important points:

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Better Units
Better units become available as buildings are upgraded. For example,
command centers are required to construct normal combat units;
strategy centers allow advanced combat units, and special training
facilities provide special forces. Refer to the Unit section of this manual
and the Building Trees for more information on requirements for individual units.

Veteran Units
Units improve with experience, and become Sergeants, Lieutenants and
Captains as they kill enemy units. Units which achieve these ranks
become stronger and more accurate.

Rally Points
Buildings that construct units have Rally Points. These icons determine
where completed units arrive. Change the rally point by left-clicking
the building, then holding SHIFT and left-clicking on a new location. It
is sometimes effective to place a rally point near an enemy base.

Special Weapons
The US and ILA both have special weapons, including nuclear and
chemical weapons, and Cruise Missiles. Some weapons require special
buildings, such as the Tactical Nuke building, while other weapons are
built from units, such as cruise missiles. These weapons have an icon
on the left side of the HUD of the selected building or unit, along with
an associated cost. In the illustration below, the Tactical Nuke is
selected, but the icon showing a nuclear missile is greyed out because
the player does not have enough supplies to build the missile at this
time.

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All special weapons must be constructed before they become available,


unlike the normal attacks of units with cannons, bombs and mines,
which become available when their associated units are constructed.
Some normal weapons have limited ammunition, however, and can
be temporarily exhausted (such as the Carpet Bombers bombs). Units
with exhaustible ammunition have a red bar indicator on the unit HUD
and must periodically return to base to resupply, as seen below:

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Selecting Units
There are two ways to select units. The easiest way to do so is to leftclick on a unit in the main screen. Note that selected units each have
a blue bar that shows unit health, and a star, which shows the units
experience.

Select a unit using the HUD by left-clicking on the units icon. Units are
grouped under their associated tabs (air, land, sea, etc.) and each tab
shows all associated units. Left-click on the icon to select a unit.
Deselect units by left-clicking another unit or by right-clicking on empty
ground.
Note: Rogue States allows users to alter the mouse keys if desired. Go
to the Options menu to do so.

Multiple Units
Select multiple units by holding the left mouse button and dragging a
thin green box around desired units in the main screen. Release the
mouse when all desired units have been selected.
Select multiple units in the main game screen or in the HUD by leftclicking units or icons while holding the CTRL key.
Multiple units that have been selected at the same time are called Joint
Task Forces.
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Joint Task Forces


Create predefined groups of units and use these groups repeatedly by
assigning a hotkey.
Create a Joint Task Force by selecting multiple units in the manner
described above, and then hold the CTRL key and 1-8.

Up to 8 groups may exist at once. To replace a task force, hit CTRL and
the associated number with different units selected.

Formations
Certain task forces may be assigned formations. If available, formations appear in the lower left part of the HUD, as seen below:

Formations vary, depending on the units selected, but select from the menu
by left-clicking on the icon illustrating the formations shape.
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Unit Orders
Units can perform many tasks. Access these abilities by using the units
HUD taskbar or by using hotkeys and the mouse. Most units share the
following functions:

1. Attack
Attack orders the selected unit(s) to attack. Note that this is the
default function for all combat units. Thus, select a unit and leftclick an enemy unit or structure on the main screen, and the unit
will approach and attack that unit or structure.

2. Patrol
Patrol orders the unit to patrol in the area chosen. Select multiple
patrol points by holding the P key while left-clicking desired locations. Then, release P and left-click once more to begin the patrol.
Using patrol forces units to continually move between patrol points,
which covers more territory and prevents flanking actions and surprise attacks.

3. Move
Moves the unit to desired location. Simply left-click on the main
screen or mini-map and the units will move to the location.
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4. Return to Base
Selected unit will return to base.

5. Support/Protect
Selected unit(s) will protect and defend other buildings and units. Leftclick this button and the cursor will change to a target icon with
protect inside the crosshair. Then, left-click the unit or building you
wish to support or protect in the main screen or on the icon in the HUD.
Protect is useful when you want units to stay with a particular building
or unit. Units, which are not protecting a target, may be lured away
by enemy units.

Unit AI
Rogue States adds to the customizability of Real War with selectable
unit AI states. Almost all units have three basic AI states, which relate
to how the unit acts when encountering enemy units. These states are:

1. Defensive
The unit will not initiate combat and will not leave its position.

2. Neutral
The unit will attack enemy units when sighted, but will not leave
position.

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3. Aggressive
The unit will attack enemy units on sight, and will leave position to
pursue enemies.

Standing Orders
Many units can acquire special standing orders. The example below
shows the ILA terrorist, including the special standing order
instructing him to attack enemy special forces:

These special orders vary by unit, but allow great flexibility in attacks
without requiring tedious micromanagement. However, these special
orders only become available after the construction of the appropriate
strategy center.

Pre-Deployment Orders
Rogue States now allows players to give units first instructions at the
same time units are ordered. This avoids the problem of ordering units
that are forgotten in the heat of battle, and sit idle by the building
where they were constructed.

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Give pre-deployment orders by left-clicking on a unit that is being


deployed on the base. The following menu will appear:

Order this unit as if it were already deployed.

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COMBAT
While resource management and unit control are important, Rogue
States is also about combat. The following points illustrate the multitude of tactics available in combat. Each tactic is valuable in the
proper setting, but it is important to maintain flexibility, both against
the computer and against other human players.
Rogue States features Air, Land and Sea units, as well as associated
special forces and buildings. Thus, the concept of joint forces is very
important. For example, cruise missiles are highly effective against
Ground-to-Air (GTA) units but do not work against other sea units. Pay
attention to the ideas in this section, and use them to produce a favorable matchup of forces.

Types of Attack
The simplest way to order an attack is to select one or more units and
then left-click on an enemy unit or building in the main screen or minimap. Units will immediately move to the target and will attack as they
arrive.

Simultaneous Attack S
This attack waits until all units which are part of the order are in position to attack, allowing all units to attack simultaneously.
To perform this attack, first select your own forces. Next, hold the S key
while dragging a box around the target(s). Your forces will simultaneously attack the targets.

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Concentrated Attack-A
This attack has your units attack without waiting for others, but your
units will all attack the same enemy unit. If multiple targets are
selected, the computer determines the order of attack. After the first
enemy is destroyed, your forces will all attack the second target. A
flashing red icon indicates which enemy is currently targeted.

Multiple Attacks-SHIFT
You can order units to attack enemies in a predetermined order. Choose
your forces. Next, hold the SHIFT key and left-click on enemy targets in
the order you wish to attack. Your forces will attack the first target, and
will move on to the second and so on.

Targeting List-T or Target toggle on HUD


The targeting list allows you to use the HUD to attack enemy units
without having to locate particular targets on the main screen. The
target list shows all known enemies that have been discovered by your
force.
The target list works very well if used in conjunction with fast recon
vehicles, drones or spy satellites, which are faster and see further than
combat units.

Specialist Tactics
Rogue States draws heavily from actual military units. As a result,
there are many units based upon real-life counterparts with unusual
abilities. These include but are not limited to the following topics:

Electronic Warfare
The US Electronic Jammer can jam enemy GTA units for itself and
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others. Although it is not a direct combatant, electronic jamming can


greatly increase the effectiveness of air forces.

Mines
The ILA Mine Layer has the ability to lay mines while the US Demolition
detects and destroys these mines. Mines are inexpensive, and can be
used to protect a base and to force an enemys ground forces into less
desirable locations. The ILA also has a naval mine layer, and the US
has an anti-submarine helicopter with sonobuoys to identify these
mines.

Base Defense
Rogue States expands upon the original Real War by dramatically
increasing base defense measures. Units such as the ILA Anti Ground
System and the US Fixed GTA system make it difficult to rush a prepared
opponent. Remember that units which are particularly effective against
a particular unit are typically extremely vulnerable to another.
Similarly, combat engineering centers are much more important with
the addition of powerful base defense units, and should be targeted
accordingly.

Evasive Maneuvers
Some air units have the ability to perform evasive maneuvers. These
maneuvers are accessible only through the F2, F3 and F4 keys, and
work for individual units and for large groups. The maneuvers:
F2- BARREL ROLL-

PLANES DO A FULL LOOP TO AVOID


THE ENEMY
F3- 180 EVASIVE ROLL- PLANES EVADE AND RETURN IN THE
OPPOSITE DIRECTION.
F4- FLARESPLANES RELEASE FLARES WHICH
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LIMIT THE EFFECTIVENESS OF ANTIAIR UNITS NOTE THAT FLARES ARE


LIMITED AND THAT THEY COST
RESOURCES

Unit Transports
Transports are available on land, sea and in the air, and are used to
move ground troops very quickly and to insert them into places that
might not otherwise be accessible. Large sea transports can even
convey land vehicles, and the Amphibious Assault Vehicle can go over
land and sea.
To load units or vehicles onto a transport, select them and left-click the
transport. The cursor will change, forming an arrow. Once the units are
loaded into the transport, a drop icon appears, and the loaded units
appear as tiny icons under the Sea tab in the transport units HUD:

Suicide Attacks
ILA transport units can also be turned into suicide attacks. Load a
Terrorist into any transport and a gold skull will appear in the transports HUD. The transport can then be used as a weapon against the
enemy.

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Cruise Missiles
Cruise missiles can be built from several sea units on both sides.
Cruise missiles are quite expensive, but they are very effective against
land units and are difficult for Ground-to-Air units to destroy. Cruise
missiles can also be prepared on several units, and a task force can be
created for a wave effect.

Tactical Nukes and the ILA SCUD


These weapons are very expensive and are vulnerable to enemy Groundto-Air units. However, they devastate an entire area, and can effectively
eliminate large chunks of enemy bases.

Special Forces
Both the US and ILA have units built from Special Operations Centers.
These units include the US Seal, who can move over water and ground
impassable to other non-flying units.
Some units also have the ability to sabotage enemy buildings. Weaker
buildings are destroyed in a single sabotage attack and unwary opponents may not be expecting ground troops to infiltrate bases.
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The Sabotage icon appears in the units order bar, as shown below:

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GAME MODES

Four modes of play are discussed below. Tutorials and Campaign are
both fixed, while Skirmish and Multiplayer allow players to customize
how a particular game is played, including the number and type of
units allowed in the game, unit skins, initial supply amounts, and the
choice of map to be used. These options are discussed in the Rules of
Engagement sub-section.
For more information on these modes, please refer to the readme.txt file
included on your Rogue States disk.

TUTORIALS
The tutorial missions are designed to teach new players how to play
Rogue States. Fans of Real War should note that changes are also
discussed.

CAMPAIGN
Rogue States has new campaigns for both the US and the ILA. These
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campaigns are part of an overall story line, and you must complete a
mission to unlock the next one. These missions are varied in nature,
and your starting position and available units and resources will vary.

SKIRMISH
Skirmish mode has been substantially expanded in Rogue States.
There are new maps and unit skins, but the biggest change is the
choice of game style.
Skirmish includes the following game styles:
TacticalPlayers begin with preset supply amounts, and receive new
supplies at a fixed rate. All game units are available, but there is no
building.
Area ControlPlayers compete to control up to 10 neutral Supply
Stations that are spread across the map. Players must build units and
structures normally.
Local SupplySimilar to Area Control except that the only supply
sources available are the neutral Supply Stations. Supply Depots are
NOT available from buildings.
Pre-set RulesThese games use preset Rules of Engagement
(explained below) to define maps which have certain options enabled
and disabled. These maps may limit supplies, forbid air units, or
change the rules in other interesting ways.
Skirmish also offers a choice of computer AI. This menu allows players
to adjust how the computer will play, and the choices vary depending
on the type of game.
Finally, Skirmish allows players to set difficulty level, using a slider at
the lower left part of the screen.

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MULTIPLAYER
Multiplayer has also been substantially expanded in Rogue States.
There are new maps and unit skins, but the biggest change relates to
the new alliance play and component commander multiplayer modes.
Players can also cap the number of units, which is recommended when
broadband connections are not available.

ALLIANCE PLAY
Alliance play allows two players to work together against others. Players
can chat privately or publicly, but both players control individual forces.
Players can also betray partners.
Alliance play is available when players enter multiplayer games.

PRIVATE CHAT
Players can chat privately in the set-up screen and in the game by
hitting TAB-1, to talk privately with player 1, TAB-2, to talk with player
2, etc. TAB-5 automatically sets up private chat with your ally in
alliance play.

COMPONENT COMMANDER MULTIPLAYER


Rogue States includes an innovative new feature that allows players
to share a common force with a partner. In this mode, one player
controls Land and Special Forces, while the other player controls the Air
and Sea. Both players share a fog of war, but do NOT share resources.
Players can request attacks from the other commanders forces, but
such attacks must be approved by that commander.
Players can even combine ILA and US components, so that a mixed
force of, for example, ILA Air and US Land would be possible. Players
compete against other teams, and must work cooperatively to prevail.
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LAN PLAY and DIRECT IP CONNECTION


Create and join games on a Local Area Network in the standard multiplayer menu. For LAN play, hit Enter at the IP address line or enter your
hosts IP address. Note that Rogue States lists your IP address in the
upper left corner of the main multiplayer menu.
For more information, please refer to the readme.txt file on your Rogue
States disc.

RULES OF ENGAGEMENT
Multiplayer and Skirmish both allow the player to modify pre-existing
options. Toggles enabling and disabling various resources and units
can be set, and initial supplies, payload multipliers and supply unit
vulnerability can be set using sliders.
Note that games with pre-set Rules may not be changed, although
payload multipliers, supply damage shield, difficulty and initial
supplies may be adjusted.

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UNITS
Starred units are new in Real War: Rogue States
US Units
Soldiers
Infantry
Infantry are the basic soldiers for the U.S. Although well trained, the
basic infantry unit is effective only against other ground units.
Basic infantry can be transported using Air, Land and Sea
Transports, and can also be loaded into defense bunkers, which
increases the effectiveness of the bunkers. Enemy helicopters are
particularly effective against Infantry and Heavy Infantry. Infantry
are available from the basic Barracks.

Medic
The Medic will follow and heal wounded infantry and has a very limited attack. The Medic is built from the Barracks.

Rocket Infantry
Rocket Infantry are equipped with bazookas, and are particularly
effective against armored land units. Rocket Infantry can also
attack air units, with relatively limited effect. Rocket Infantry can
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also be transported and loaded into defense bunkers, which further


increases the effectiveness of the bunkers. Rocket Infantry are
available from the upgraded Barracks.

Ranger
Rangers are land-based Special Forces units that can sabotage
enemy units. The Ranger can also attack other ground units. The
Ranger is particularly effective if used in conjunction with the
Airlift, where the Ranger is inserted behind enemy lines and used
to attack vital structures. The Ranger is built from the Land Special
Forces building.

SEAL
The SEAL is a sea-based Special Forces unit that can be used to
sabotage land and sea units. SEALS are able to move on both land
and sea, but are much more effective when used in conjunction
with the Light Trans Boat. SEALS are vulnerable to ILA Light Armor
Vehicles (LAVs). The SEAL is available from the Sea Command
Center after construction of the Sea Special Forces addition.

Sniper
Snipers are land-based Special Forces units with extremely longrange one shot kill possibility. Snipers are used only against land
units and are relatively weak up close. From a distance, however,
Snipers can hone in on enemy units and dispatch them effectively.

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Vehicles
Air to Ground (ATG) Fighter
The Warthog is used primarily against ground units, particularly
armor, although it can be used against other air units. The Warthog
is a relatively slow plane which flies close to the ground, and is very
vulnerable to the wall of lead put up by the ILA Mobile Ground-toAir. The Warthog is available from the basic Landing Field.

Attack Helicopter
The Attack Helicopter is used against land, sea, and air targets,
and is distinguished by its flexibility. The Attack Helicopter is available directly from the Air Command Center, and is often the first
line of air defense constructed.

Transport Chopper
The Transport Chopper is used to transport up to 7 soldiers to other
locations rapidly. It has no independent attack function and cannot
transport vehicles. The Transport Chopper is built from the Air
Command Center.

Air to Air (ATA) Fighter


The ATA fighter is used only against air units, as it has no ground
ordnance. This fighter is quite fast and inexpensive, and is available from the basic Landing Field. It is vulnerable to the ILA Fighter.

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Light (ATA, ATG) Fighter


The Light Fighter is effective against both ground and air targets
and is the basic air fighter for the U.S. forces. It is slightly less
sturdy than the ATA Fighter, and is also available from the basic
Landing Field and the Super Carrier. It is also vulnerable to the ILA
Fighter.

Gunship
The Gunship is devastatingly effective when used against ground
units. Although relatively slow, the Gunship has a heavy punch.
Build it from the upgraded Landing Field.

Bomber
The Bomber is used primarily against ground targets, although it
has a secondary attack which is available against air units. It is
vulnerable to the ILA Fighter and particularly effective against the
ILA Advanced Tank. The Bomber is available from the basic Landing
Field.

Fighter Bomber
The US Fighter Bomber is a highly effective fighter with precision
bombing capability. This unit is vulnerable to the Guided Mobile
Anti-Air, but is particularly good at eliminating the ILA BM-21
Mobile Rocket Launch System. The Fighter Bomber is available from
the basic Landing Field and from the Super Carrier, but is significantly more expensive than the other basic US air units.

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Carpet Bomber
The Carpet Bomber is a state-of-the-art bomber which drops largepayload bombs on multiple ground targets. The Carpet Bomber is a
multi-role aircraft, which takes advantage of the latest low-radar
technology, but is vulnerable to the Guided Mobile Anti-Air. The
Carpet Bomber must also periodically reload ammunition. It can be
built from a Landing Field with the Runway Extension.

Airlift
The Hercules is primarily used to drop up to 7 combat troops into
hostile territory. It has no offensive capability, but is very durable
and adaptable for a wide range of missions. It can be built from a
Landing Field with the Runway Extension and the Air Strategy
Center.

Attack Transport
The Attack Transport has vertical takeoff/landing (VTOL) capability
and thus does not require the Landing Field. Attack Transports also
have decent ATG capabilities, due to high caliber machine guns.
They are vulnerable to ILA GTA units, particularly the ILA Mobile GTA.

Drone
The Drone is a non-combat vehicle used to scout locations by air.
Although the drone has no combat capacity, it is an inexpensive
and invaluable aid to recon efforts and to patrol for enemy troop
movements.

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Stealth Fighter
The Stealth Fighter adapts stealth technology to a fighter/bomber
role. The Stealth Fighter is highly effective against all targets, and
is particularly useful against the ILA Guided Mobile Anti-Air.
However, the basic ILA anti-air unit, does not rely on fancy electronics, and can destroy nearby Stealth Fighters easily. The Stealth
Fighter can be built from a Landing Field with a Stealth Center, the
C5 Airport Support upgrade and the Air Strategy Center.

Stealth Bomber
Like the Stealth Fighter, this unit is highly effective against ground
units. It has extremely long range and strong stealth capability, but
is much less effective against other air units and the basic ILA
Mobile GTA. Like the Stealth Fighter, the Stealth Bomber is built
from an upgraded Landing Field.

Ultra Fighter
This fast attack fighter combines great ATA capabilities with a solid
cluster bomb payload for air-to-ground attacks. It is vulnerable to
the ILA Mobile GTA and to the ILA Fixed GTA. Build it at the upgraded Landing Field.

Electronic Jammer
The Commando Solo Anti-Electronic Warfare (AEW) plane is used to
disrupt enemy lines of communication. The Electronic Jammer is
particularly effective at jamming enemy anti-air units, which
allows US planes to penetrate past enemy defenses and attack key
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objectives. The Electronic Jammer is available from the Super


Carrier, and is invaluable when Guided Mobile Anti-Air are available to the enemy. Since the Electronic Jammer has no offensive
capability and does not need to be particularly close to enemy units
to jam effectively, keep this unit out of direct fire wherever possible.

Naval Mine Sweeper


The Naval Mine Sweeper is a helicopter used to remove sea mines
placed by the Sea Mine Layer. It has no offensive attack, but the
drop button deploys minekillers into the chosen area. The Naval
Mine Sweeper can be built from the Super Carrier.

Sub-Hunter
The Sub-Hunter is an anti-submarine helicopter is used to find and
destroy submarines and other naval units. To do so, it carries
sonobuoys, which can be deployed as a submarine detection system. It also carries torpedoes, which can be used against submarines and other naval units. The Sub-Hunter can only be built
from the Super Carrier.

Light Trans Boat


The Light Trans Boat is an inflatable raft used to transport soldiers
over the sea. It has no weapons, and is relatively weak, but moves
at very high speeds. The Light Trans Boat is often used to transport
SEALS and other forces behind enemy lines. It is available from the
basic Sea Command Center.

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Hovercraft Transport
Hovercraft Transports are used to transport troops and vehicles
over the sea. Like the Light Trans Boat, the Hovercraft Transport has
no offensive weapons. However, the ability to transport land vehicles is very important, as there is no other way to move many of the
US units over water. The Hovercraft Transport is available from the
basic Sea Command Center.

Amphibious Assault Vehicle


Use the AAV to transport troops across water and fight enemies at
the other end. Unlike other US units, this transport packs a modest punch, making it perfect for insertion into contested areas.
Build this unit from the upgraded Sea Command Center.
For Component Commander Multiplayer purposes, this unit is part of
the Land Forces.

Light Attack Boat


The Light Attack Boat is a fast offensive and defensive ship. It has
torpedoes and cannons, and can hit both naval and land-based
targets within a certain range. The ILA Gunboat is a direct counterpart, and both are very effective against each other. The Light
Attack Boat is available from the basic Sea Command Center.

Cruiser
The Cruiser is effective against both sea and air targets. It launches torpedoes against sea-based enemies, and launches guided missiles
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gets. The Cruiser is particularly effective against the ILA Sub-Hunter


and is vulnerable to submarines. The Cruiser is available from the basic
Sea Command Center.

Destroyer
The Destroyer is a more powerful version of the Cruiser. In addition
to torpedoes and cruise missiles, the Destroyer also fires large
shells against ground units without requiring the use of cruise missiles. However, the Destroyer is also vulnerable to submarine
attacks, and is much more expensive than the Cruiser. The
Destroyer is available from the Sea Command Center that has a Sea
Strategy Center.

Super Carrier
The Super Carrier is a very powerful and expensive floating airport.
Although it has no offensive or defensive weapons of its own, various air units can be built from a carrier, including Fighters, Fighter
Bombers, Electronic Jammers, Sub-Hunters and Minesweepers. The
Super Carrier requires both the Sea Command Center and the Sea
Strategy Center.

Nuclear Submarine
The Nuclear Submarine is very quiet and has the ability to cruise
extensively without refueling. It also has cruise missile capabilities,
although cruise missiles must be ordered individually. It also has
torpedoes for sea-based foes. The Nuclear Submarine is most
effective against Carriers, and is vulnerable to ILA Anti-Submarine
Helicopters. The Nuclear Submarine may be built from Sea
Command Centers with a Sea Strategy Center and a Sea Special
Operations addition.
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Truck
The Truck is used to transport up to 7 units inexpensively and rapidly on land. It has no offensive or defensive capabilities, unlike the
Light Armored Vehicle, but is much less expensive while carrying
the same number of troops. It is available from the basic Vehicle
Yard.

Recon
Recon vehicles are used to scout map territory to discover the location of supply stations and enemy units and structures. These
unarmed vehicles are very fast, and their sight radius is much larger than other vehicles, making them ideal forward observers. Recon
vehicles are available from the basic Vehicle Yard.

Demolition
The Demolition unit is used to detect and clear mines laid by the ILA
Mine Layer. As such, the Demolition unit is very important. However,
it is unarmed, and serves a limited purpose. Demolition units are
available in the basic Vehicle Yard.

Light Armor
The Light Armor is capable of moving at up to 65 mph and provides
some offensive capability against land units. It is inexpensive and
very vulnerable to the ILA Guerrilla, but it is an excellent choice to
eliminate the ILA Mine Layer. Light Armors are available in the basic
Vehicle Yard.
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Light Anti-Air
The Light Anti-Air is a highly effective basic anti-aircraft unit, particularly against ATG units like the ILA Frogfoot. It is inexpensive
and mobile, and should be built heavily in most missions, to provide protection against early air attacks. It is available in the basic
Vehicle Yard.

Artillery
Artillery is the basic Ground-to-Ground (GTG) unit available to US
forces. It is equally effective against vehicles and soldiers, but is
vulnerable to the ILA Fighter Bomber. It is available in the basic
Vehicle Yard.

Armored Personnel Carrier (APC)


The Armored Personnel Carrier (APC) is a mobile, lightly armed
troop transport. It can carry up to 7 soldiers while moving quickly,
and is very effective against enemy Anti-Aircraft units. The APC is
available from the upgraded Vehicle Yard.

Guided Anti-Air
The Guided Anti-Air is an advanced mobile Anti-Aircraft Artillery
unit. It is designed to provide dedicated air defense firepower in
both offensive and defensive settings. The Guided Anti-Air also
packs a solid punch against ground units, making it very appealing for defensive purposes. It is available from the upgraded
Vehicle Yard.
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Tank
The Tank is the backbone of US ground forces. It has a powerful
ground attack against both soldiers and vehicles, and is capable of
speeds up to 42mph. However, it cannot attack air units, and is vulnerable to low-flying ILA ATG Frogfoots. The Tank is available from
the upgraded Vehicle Yard.

Multiple Rocket Launch System (MLRS)


The Multiple Launch Rocket System (MLRS) is an all-weather
mobile artillery battery. The MLRS is typically used to attack enemy
positions and repulse ground attacks, and its attack is very impressive. However, the MLRS is vulnerable to air units, particularly the
ILA Bomber. The MLRS is available from the upgraded Vehicle Yard.

Base Defense
Machine Gun Nest
Load the Machine Gun Nest with any soldier unit for a fixed antiground base defense unit. Build this unit from the Combat
Engineer Center.

Fixed GTA
This fixed defensive unit fires a wide cone of guided projectiles and
is very effective against air attacks. The Fixed GTA is vulnerable to
ground forces and cruise missiles. Build this unmanned unit from
the Combat Engineer Center after building a Land Strategy Center.

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Firestorm
This fixed artillery weapon fires a spread of projectiles causing devastating damage to enemy ground forces. The Firestorm is
very expensive and is vulnerable to enemy air units and cruise
missiles. Build this unmanned unit at the Combat Engineer
Center.

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ILA Units
Soldiers
Infantry
Infantry are the basic soldiers for the ILA. Although fanatically committed to the cause, the basic infantry unit is effective only against
other ground units. Basic infantry can be transported using Air,
Land and Sea Transports, and can also be loaded into defense
bunkers. Enemy helicopters are particularly effective against
infantry. Infantry are available in the basic Barracks.

Medic
The Medic will follow and heal wounded infantry and has a very limited attack. The Medic is built from Upgraded Barracks.

Terrorist
Terrorists are elite fighting units who will fire on anything on the
ground. They are fairly powerful as individual fighting units, but
their special ability is the Suicide Attack. Load a Terrorist into any
transport unit and choose the Suicide button on the unit taskbar.
Doing so turns the transport into a big bomb. Note however that
enemy units may still destroy the suicide transport before it reaches the designated target. Also, Terrorists may be transported by
loading them into units and then selecting the Terrorists using the
HUD, as explained on page 28. After you select the Terrorists, leftclick on the desired location. The transport will go to that location
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and the Terrorists will disembark. Note that enemy attack helicopters are very effective against Terrorists. Terrorists are available in
the upgraded Barracks.

Rocket-Propelled Grenade (RPG)


ILA RPG units are heavy infantry units with a strong attack against
soldiers and ground vehicles. RPG men also have the ability to sabotage ground units and structures, which is very effective when
done behind enemy lines. ILA RPG units are available in the
upgraded Barracks.

Guerrilla
Guerrillas are land-based Special Forces units which can sabotage
enemy units and structures. They are also highly effective against
enemy vehicles, although they are less effective against soldiers.
The Guerrilla is particularly effective if used in conjunction with the
Airlift, where the Guerrilla is inserted behind enemy lines and used
to attack vital structures. The Guerrilla is built from the Land
Special Operations Center.

Vehicles
Air-to-Ground (ATG) Fighter
The SU-25 Frogfoot is used primarily against ground units, particularly armor, although it can be used against other air units. The
Frogfoot is relatively slow plane which flies close to the ground, and
is very durable. However, it is vulnerable to Anti-Aircraft artillery
such as the Light Anti-Air. The Frogfoot is available from the basic
Landing Field.
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Attack Helicopter
The Attack Helicopter is used against both land and air targets, and
is distinguished by its flexibility. However, it is susceptible to
Advanced Anti-Aircraft units such as the Guided Anti-Air. The
Attack Helicopter is available directly from the Air Command Center
and also from the Attack Carrier.

Transport Chopper
The Mi-8 Air Transport Chopper is used to transport up to 7 soldiers
to other locations rapidly. It has no independent attack function
and cannot transport vehicles. The Transport Chopper is built from
the Air Command Center.

Fighter
The Mig-23 Fighter is effective against both air and ground units
and is excellent against US air units other than the Stealth Fighter.
This fighter is quite fast and inexpensive, and is available from the
basic Landing Field and the Attack Carrier. It is vulnerable to the
Bomber.

Bomber
The SU-24 Fencer Bomber has a very good ground attack and also
has a secondary attack against air units. It is vulnerable to the US
Fighter and is particularly effective against the US MLRS. The
Bomber is available from the basic Landing Field and the Attack
Carrier.

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Fighter Bomber
The Eurofighter Fighter Bomber is a highly effective fighter with
precision bombing capability. This unit is vulnerable to the Fighter,
but is particularly good at eliminating US Anti-Aircraft Artillery. The
Fighter Bomber is available from the Landing Field with the Air
Strategy Center.

Hybrid Bomber
This fast attack plane combines great ATA and ATG capabilities.
Counter unit is the US ATA Fighter. This unit is built after adding a
runway extention.

Carpet Bomber
The Tu-160 Blackjack Carpet Bomber is a state-of-the-art Russian
bomber that drops large-payload bombs on multiple ground targets. Unlike the Carpet Bomber, which takes advantage of the latest low-radar technology, the Tu-160 attempts to fly above trouble.
Nonetheless, it is vulnerable to the Guided Anti-Air. The Carpet
Bomber must also periodically reload ammunition. It can be built
from a Landing Field with the Runway Extension.

Airlift
The Airlift is primarily used to drop combat troops into hostile territory. It has no offensive capability, but is capable of dropping up
to 7 soldiers per trip. It can be built from a Landing Field with the
Runway Extension and the Air Strategy Center.

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Drone
The Drone is a non-combat vehicle used to scout locations by air.
Although the drone has no combat capacity, it is an inexpensive
and invaluable aid to recon efforts and to patrol for enemy troop
movements.

Anti-Submarine Helicopter
The Anti-Submarine Helicopter is used to find and destroy submarines and other naval units. To do so, it carries sonobuoys, which
can be deployed as a submarine detection system. It also carries
torpedoes, which can be used against submarines and other naval
units. The Anti-Submarine Helicopter can be built from the Attack
Carrier.

Pontoon
The Pontoon Assault Raft is an inflatable raft used to transport soldiers over the sea. The Pontoon has no weapons, and is relatively
weak, but moves at very high speeds. It is often used to transport
Terrorists for Suicide Attacks, and to place Guerrillas and RPG units
behind enemy lines. It is available from the basic Sea Command
Center.

Landing Craft
The Landing Craft is used to transport troops and vehicles over the
sea. Like the Pontoon, the Landing Craft has no offensive weapons.
However, the Landing Crafts ability to transport land vehicles is very
important, as there is no other way to move ILA land units over water.
The Landing Craft is available from the basic Sea Command Center.
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Amphibious Assault Vehicle


Use the AAV to transport troops across water and fight enemies at
the other end. Unlike other ILA units, this transport packs a modest
punch, making it perfect for insertion into contested areas. Build
this unit from the upgraded Land Command Center.
For Component Commander Multiplayer purposes, this unit is part
of the Land Forces.

Gunboat
The Gunboat has torpedoes and depth charges, and can hit all
naval targets, including submarines. The Light Attack Boat is a
direct counterpart, and both are very effective against each other.
The Gunboat is available from the basic Sea Command Center.

Sea Mine Layer


The Sea Mine Layer is the nautical equivalent to the Volcano, which
lays mines on land. Both allow for strategic placement of explosives
to protect areas or to hamper enemy movement. The Sea Mine Layer
is available from the basic Sea Command Center.

Attack Carrier
The Attack Carrier is a very powerful and expensive floating airport.
Unlike the US carrier the ILA carrier is capable of independent
offensive and defensive action. Various air units can be built from
a carrier, including the Attack Helicopter, the Fighter, the Bomber
and the Anti-Submarine Helicopter. The Attack Carrier requires both
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the Sea Command Center and the Sea Strategy Center to be built
and is very susceptible to Submarines.

Diesel Submarine
The Diesel Submarine has cruise missile capabilities, although
cruise missiles must be ordered individually. It also has torpedoes
for sea-based foes, and is extremely effective against all US naval
vessels. The Diesel Submarine may be built from Sea Command
Centers with a Sea Strategy Center and a Sea Special Operations
Center.

Assault Skimmer
The Assault Skimmer is based on a Russian ekranoplan or surface plane. These vehicles are designed to provide first-strike
capability against enemies, and are armed only with cruise missiles. The Assault Skimmer may be built from Sea Command
Centers with a Sea Strategy Center and a Sea Special Operations
Center.

Truck
The Truck is used to transport units inexpensively and rapidly on
land. It has no offensive or defensive capabilities, but can carry up
to 7 soldiers. It is available from the basic Vehicle Yard.

Recon
Recon vehicles are used to scout map territory to discover the location of neutral supply stations and enemy units and structures.
These unarmed vehicles are very fast, and their sight radius is
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much larger than other vehicles, making them ideal forward


observers. ILA Recon vehicles are available from the basic Vehicle
Yard.

Mine Layer
The Mine Layer is used to lay mines for both defensive and offensive purposes. Mines are unlimited, and can be used very effectively to control key strategic areas of maps, but the Mine Layer has
no other armament and is vulnerable to the US Light Armor. Mine
Layers are available in the basic Vehicle Yard.

Light Armor
The Rattlesnake Light Armor fighting vehicle is quite fast and provides solid offensive capability against land units. It is inexpensive
and very vulnerable to US Rocket Infantry, but it is an excellent
choice to eliminate the Seal, due to its speed. Light Armor fighting
vehicles are available in the basic Vehicle Yard.

Light Ground-to-Air (GTA)


The ZSU-23 Light GTA is a highly effective basic anti-aircraft unit,
particularly against ATG units, and, perhaps surprisingly, the
Stealth Fighter, since it does not use sophisticated electronic targeting systems. It is inexpensive and mobile, and should be built
heavily in most missions, to provide protection against early air
attacks. It is available in the basic Vehicle Yard.

Tank
The T-80 Tank is a solid ground unit, equally effective against sol55

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diers and vehicles. However, given its relatively high cost, it should
only be used until the Vehicle Yard is upgraded and more costeffective vehicles can be built. Note that it is very vulnerable to the
ATG Fighter.

Artillery
The SU-152 Artillery provides an upgraded ground unit, doing more
damage than the Tank and actually costing less. It is also highly
effective against the upgraded Guided Anti-Air. However, the
Artillery is easily damaged by air attacks.

Armored Personnel Carrier (APC)


The BMP Armored Personnel Carrier (APC) is a mobile, lightly armed
troop transport. It can carry up to 7 soldiers while moving quickly, and
is very effective against enemy Anti-Aircraft units. The APC is available
from the upgraded Vehicle Yard.

Guided Mobile Anti-Air


The Guided Mobile Anti-Air is an advanced mobile Anti-Aircraft
Artillery unit based on a British design. Although it is rather slow
and susceptible to jamming from the Electronic Jammer, the
Guided Mobile Anti-Air does a substantial amount of damage and
is particularly effective at destroying cruise missiles and nuclear
weapons. It is available from the upgraded Vehicle Yard.

Multiple Rocket Launch System


The BM-21 Multiple Rocket Launch System is similar to the Rocket
Artillery in that it is used to attack enemy positions and repulse
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ground attacks. Since it does not target air units, however, it is vulnerable to units like the Fighter Bomber. It is also available from
the upgraded Vehicle Yard.

Advanced Tank
The AT-80 Advanced Battle Tank is a strong ground unit. It has a
powerful ground attack against both soldiers and vehicles, and can
move quickly. However, it cannot attack air units, and is vulnerable
to Bombers, and should be built after all Rocket Artillery units have
been constructed. The Advanced Tank is available from the upgraded Vehicle Yard.

SCUD
The SCUD Bio-weapon is an entirely offensive weapon, which
makes use of a portable missile launching system to release biological weapons. The Bio-Missile is particularly effective against
soldiers, and will eliminate biological units that are grouped tightly together.

Base Defense
Machine Gun Nest
Load the Machine Gun Nest with any soldier unit for a fixed antiground base defense unit. Build this unit from the Combat
Engineer Center.

Fixed AGS

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The Fixed AGS is an automated, ground-to-ground system which


fires on any enemy ground forces within its range. Build this unit
from the Combat Engineer Center.

Fixed GTA
This fixed defensive unit is very effective against air attacks. The
Fixed GTA is vulnerable to ground forces and cruise missiles. Build
this unmanned unit from the Combat Engineer Center after building a Land Strategy Center.

Super Cannon
The Super Cannon is a fixed, super long-range artillery weapon
which is used as base defense against ground units. This
unmanned unit fires a large-caliber explosive shell.

Rail Gun
The Rail Gun is built from the Land Command Center after a Land
Strategy Center and Special Operation Center has been constructed. The Rail Gun is another fixed defensive unit which is extremely
effective against enemy ground units. However, because it requires
an electrical charge to fire, it can be neutralized by power generator attacks.

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R E A L W A R : R o g ue S t at es Bui l d Tr ee (USA)
HEADQUARTERS

POWER
GENERATOR

SUPPLY
DEPOT

LAND
COMMAND
CENTER

SEA
COMMAND
CENTER

AIR
COMMAND
CENTER

Light Trans Boat


Light Attack Boat
Hovercraft Transport
Cruiser
Cruise Missile

VEHICLE YARD

Truck
Recon
Demolition
Light Armor
Artillery
Light
Anti Air

Transport
Helicopter
Attack
Helicopter
Attack
Transport
Drone

LANDING
FIELD

BARRACKS
Infantry
Medic

UPGRADED
BARRACKS

POWER
GENERATOR

POWER
GENERATOR

COMBAT
ENGINEERING
CENTER
Bunker
Sandbags
Bridge
Fixed GTA
Machine Gun Nest
Firestorm

POWER
GENERATOR

SUPPLY
DEPOT

ROTARY
SUPPLY

Plane
Parking
Ground Attack
Fighter
Bomber

Rocket Soldier

UPGRADED
VEHICLE YARD

SEA
STRATEGY
CENTER

SEA
SUPPLY DEPOT

AIR
SUPPLY
DEPOT

RUNWAY
EXTENSIONS

Aircraft
Carrier

APC
Heavy GTA
Tank
MLRS
AAV

UPGRADED SEA
SUPPLY DEPOT

Sea Minesweeper
Fighter
Cluster Bomber
Anti-Submarine
Electronic Jammer
Destroyer

LAND
STRATEGY
CENTER
Satellite

LAND SPECIAL
OPERATIONS
Ranger
Sniper

NUKES
(Requires Land Spec Ops)

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UPGRADED
AIR SUPPLY
DEPOT

AIR
STRATEGY
CENTER

Cruise
Missile

SEA
SPECIAL
OPERATIONS
Navy Seal
Submarine
Cruise Missile
Primary
Producer
Supply
Building
Technology
Center

60

Carpet
Bomber

STEALTH
CENTER

Upgraded
Producer
Superweapon
Required For
Built From

Airlift
Gunship
Ultra-Fighter

Stealth Fighter
Stealth Bomber

R E AL W A R : R ogue S t at es Bui l d Tr ee (ILA)


HEADQUARTERS

POWER
GENERATOR

SUPPLY
DEPOT

LAND
COMMAND
CENTER

AIR
COMMAND
CENTER

SEA
COMMAND
CENTER

Pontoon
Gun Boat
Mine Layer
Landing Craft

Transport
Helicopter

Bunker
Sandbags
Bridge
Fixed GTA
Machine Gun Nest
Super Cannon
Fixed AGS

Attack
Helicopter
Drone

VEHICLE YARD

Truck
Recon
Minelayer
Light Armor
Artillery
Light GTA
Tanks

LANDING
FIELD

BARRACKS
Infantry
Medic
POWER
GENERATOR

UPGRADED
BARRACKS

COMBAT
ENGINEERING
CENTER

POWER
GENERATOR

POWER
GENERATOR

SUPPLY
DEPOT

ROTARY
SUPPLY

Plane
Parking
Ground Attack
Fighter
Light Bomber

Terrorist
RPG Soldier

UPGRADED
VEHICLE YARD

SEA
STRATEGY
CENTER

SEA
SUPPLY DEPOT

AIR
SUPPLY
DEPOT

Attack
Carrier

APC
Heavy GTA
Advanced Tank
MLRS
Scud Launcher
AAV

UPGRADED SEA
SUPPLY DEPOT

LAND
STRATEGY
CENTER
Satellite

LAND SPECIAL
OPERATIONS

Guerrilla

NUKES &
RAIL GUN
(Requires Land Spec Ops)

Attack Helicopter
Fighter
Cluster Bomber
Anti-Submarine
Cruise Missile

UPGRADED
AIR SUPPLY
DEPOT

SEA
SPECIAL
OPERATIONS

RUNWAY
EXTENSIONS

Carpet
Bomber
Hybrid
Bomber

AIR
STRATEGY
CENTER

Submarine

Airlift
Fighter/Bomber

Cruise Missile
Assault Skimmer
Cruise Missile
Primary
Producer
Supply
Building
Technology
Center

61

Upgraded
Producer
Superweapon
Required For
Built From

www.real-war.com

TECHNICAL SUPPORT
Please go to www.real-war.com for technical assistance. However,
the following suggestions may be helpful:
For all players- if your system is working slowly, you may want to go to
the options menu and change settings to 640X480 resolution, while
making sure that the following options are turned off:
3D Shadows
3D Acceleration
Ocean Waves
Fog of War
For more information, please refer to the readme.txt file on your Real
War disc.
If you have trouble getting the program to play or have other technical
issues (dont call if you are having trouble winning the game!), call
(303) 739-4020 for technical support. You may also e-mail us at
[email protected]

www.real-war.com

62

CREDITS
REAL WAR DEVELOPMENT TEAM
Rival Interactive Inc.
Semi Logic Entertainments Inc.
Jim Omer

Executive Producer/Design

Ken Moore

Lead Programmer/Design

Jay Ryness
Jacob Moore
John Young
Tim Ryness
Joshua Smith

Programmers

Dan Broughton
Shawn A. Shimizu

Art Production Managers

Joshua Suko

Senior Artist and Cinematics

Joseph Kelley

Lead Artist

Jeff Hemenway
Chris Law
Mike Luke
Dena Natali
Lai Tran

Artists

63

www.real-war.com

Adrian Tysoe
Claudia Lyons Yerion
Rob Watts
John Adams
Kevin Kutsch

Art Director

Bill King

Audio Director and Original Music

Darci Wilson
David Rowe

Technical Assistants

Oliver Guichard

Quality Assurance/Webmaster

Kathy Ullah

Assistant Producer/Coordinator

Colby Scothern
Josh Moore
Adrienne VanDrimmelen
Solomon Jagwe

Testers

Glen Thomson

Project Coordinator

Peter A. Adams

Key Grip

Military Advisors:
Winston Schmidt
Jim Dailey
Dr. T. Lindsey Moore
www.real-war.com

64

Special Thanks To:


R. Lee Ermey
Voice
Dean Williams
Voice
Eric Lancaster
Voice
Alex Shilovskiy
Kim Betush
Abdul Rahma Mohammed Abbar
Mahmoud Abbar

Script Translation

Simon & Schuster Interactive


Gilles Dana
Jeff Siegel
Peter Von Schlossberg
John Crowe
Peter Binazeski
David S. Rheinhardt
Meng Meng Lim
Ellen Goldberg
Christina Kuzma
Bill Mooney
Stephen Hughes
Dewanda Howard
Jo-el Rainey

President, Publisher
VP, Creative Director,
Executive Producer
VP, Director of Marketing/
Business Development
Business Manager
Publicity Director
Art Director
Production Manager
Marketing Services Manager
Sales and Marketing Manager
Producer
Online Manager
Gameplay Tester

The Team at Simon & Schuster Interactive:


65

www.real-war.com

Mike Wallis, Diane Strack, Kim Kindya, Robert Prinzo,


Emmanuelle Saal

Absolute Quality
Fran Katsimpiris
Erik Melen
Nathan Briggs
Greg Sims
Toby Watkins
Joe Tata
Geoff Ireton
Dan Gleason

Project Lead
Former Project Lead

Real War Manual


Bill Mooney
Fran Katsimpiris
Rod Hernandez

Author
Copy Editor
Manual Design & Layout

Additional Thanks To:


Alienware
Kiernan Mooney

www.real-war.com

66

COPYRIGHT
Published 2002 by Simon & Schuster Interactive, a division of
Simon & Schuster, Inc., the publishing operation of Viacom, Inc.,
1230 Avenue of the Americas, New York, NY 10020. Copyright 2002
Simon & Schuster Interactive. Real War is a trademark of Rival
Interactive. All rights reserved. Windows is a registered trademark
of the Microsoft Corporation. Pentium is a registered trademark of
the Intel Corporation. Simon & Schuster Interactives logo uses Bink
Video Player. Copyright 1991-2002 by Rad Game Tools, Inc. All
other trademarks are the property of their respective owners. All
rights reserved.

67

www.real-war.com

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